Turks and Caicos Islands.

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Spearmint
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Turks and Caicos Islands.

#1 Post by Spearmint »

The listing McGregor's Revenge , whale carcass in tow, navigates her way through isolated Cays, charting a safe passage through the Turk Strait and into the neutral harbour of Cockburn. Once a thriving and prosperous town, built on the back and hard labour of slave trading. Plantation owners and wealthy clients coming to buy 'new stock' in the fancy villa's and hostelries. The slaves kept some distance away in a fortified stockade on Grand Turk, living in squalid grim conditions until 'bought by the pound' and sent in chains to work picking cotton or digging ore. When the slaves successfully rebelled, Cockburn town and harbour were ransacked. Many of the merchants, unable to flee as ships burned, took their lives rather than be sported with, a quick death leaping off the cliff face. The cliff now covered in intricate nests for breeding gulls, a new generation of free birds giving a vibrant and colourfull reflection to the human activity at the cliff foot.

Even from afar though, Cockburn Harbour testifies to the raid. Broken harbour walls, buildings desolate and abandoned, their decrepit façades mourning the loss of revenue.

Along the promenade, several groups of fair and tanned merchants hawk wares from barrow or boat. Hollering for the best price guaranteed, the street scene reminiscent of a backstreet bazaar about to cut and run at the first sight of 'customs'. Of official customs there is no uniformed presence. Twin white sandstone towers, dilapidated and one almost collapsing entirely seem to double as gather places for militia groups, swarthy and unkempt. As the sloop approaches a berth by the quayside, notes are taken and a rider despatched to some interior destination, a bell towered chapel bearing a fluttering flag.

Within the hour a group of mounted riders appear. They are lead by a tall muscular black warrior, dressed in blue turban and silk robes. Gold bling hangs around his neck and wrists and you catch sunlit glistenings of chainmail underneath. A ragtag group of sturdy archers and scholar types follow him.

Djebel Tarik , his name is whispered around by the crew in hushed tones. Djebel rides up to the sloop, gaping at the sight then bellowing a huge laugh. He exchanges greetings with Captain Lazarus before leaving a pair of stewards behind who follow the officers into their quarters.

The captain exits later to address the crew and lay plans for the next days.

"It seems as if we are invited to a few drinks and festivities in his haven, no doubt Tarik has plans in mind. We'll have to make the best of this opportunity, this summoning."

Pocc as a marine druid is tasked with exploring the Ambergris Cays. "We'll have to pay over the odds in sovereigns to the shipwrights, no fear that Djebel Tarik isn't going to cut his cream off the top. So we have to cough up the extra to right the ship, let us see if the whales have coughed up anything in return, these Cays have a renown I am lead to believe."

Rico is tasked with scouring Cockburn's rumour mill and goes below in search of a couple of likely lads who can gather information and the latest news on the politics and truces going on. Trawling the taverns and business hubs for leads and contacts.

Mr Perryman as senior steward will oversee the negotiations with the shipwrights and the whale is trimmed and butchered, courtesy of Vaynes' cleaver skills. Some meat is sold, several rations stored in salted barrels.

Captain Lazarus takes Mr Simonsen, and Cravat to his office. They return, loading a small locked chest in a jolly boat. Flanked by an armed pair of marines and a volunteer corp. They will head for Djebel Tariks' haven.

okay, so this is your opportunity to volunteer for some 'active duty'. You can stay on the sloop or try to slip away for some personal action. The Captain expects the sloop to remain at anchor being repaired for at least a day and half. I will make each group a separate thread.

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onlyme
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Re: Turks and Caicos Islands.

#2 Post by onlyme »

That statement seems fairly wide open... as a DM, can you give us some expectation? ie, should we look to create adventures/ plot hooks on the island? or just look to purchase items or maintenance type posts?
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Re: Turks and Caicos Islands.

#3 Post by Spearmint »

Okay, so the Capt' has been 'invited' by one of the leading pirate brethren to come to his base for a 'meet and greet' while the ship is being repaired. He can't take all nine new crew, maybe half will volunteer to accompany him as ship representatives.

Others not going with the Capt' may elect to join Pocc in scouring some known Cays, renowned for expensive and lucrative deposits which are occasionally vomited up from whale guts. This will help offset the ship repairs. The Cays are about 25+ miles away

The Caicos settlements, are a known pirate haven and various trades, quests and rumours may be found or wagered in the taverns and guild. Learning of an unescorted convoy, where pearl fishermen are diving, who pirate So n' So has kidnapped to ransom is all valuable information to add to your tradable knowledge.

So you can volunteer for three set escapades or stay on the sloop and wander ashore when off duty or if you can sneak away and back unnoticed.

Just gets you doing a few side expeditions in smaller teams. Does that help?

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Re: Turks and Caicos Islands.

#4 Post by onlyme »

Geoffrey would volunteer to go with the captain if allowed.
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Re: Turks and Caicos Islands.

#5 Post by Bluehorse »

for the moment I am apparently going to be doing something with Eli. But if time allows, Rexlin wouldn't pass up an opportunity to get close to the captain and get news from a pirate camp. If he can do both he will. If he can do both at the same time, even better.

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Re: Turks and Caicos Islands.

#6 Post by Zhym »

Zoggrot surmises that his visage would not facilitate social encounters—unless the captain wants a somewhat frightening face at his side. He offers to accompany the captain or skulk in the taverns and guilds, as the captain finds his talents most useful.

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Re: Turks and Caicos Islands.

#7 Post by Stirling »

Szmodics , weighs up the choices. A jaunt into a pirate haven sounds jolly. But maybe offers less in personal return. Getting information and making 'contacts' might be more up his skills. "I'm less clumsy on land than crawling in bilge filth. If you need info, I've got good ears to hear with," he says to Rico as the bosun looks over the men.

In preparation, Szmodics will strap on his crossbow and pouch a few bolts.

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Re: Turks and Caicos Islands.

#8 Post by OGRE MAGE »

Siggard keeps himself very busy in the last days of the trip, almost never coming out of his study area.

Once orders are given and suggestions made, the mage quickly finds the druid Pocc.

I would be more than happy to accompany you to the Cays. I am curious to see what riches they may offer. I wouldn't mind some time away from a few of these barbaric sailors either.

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Re: Turks and Caicos Islands.

#9 Post by Inferno »

Elijah Crowthorn, former castaway:

Old Eli wants nothing to do with land, having been marooned upon it for 13 years. He prefers to remain at sea.


Spearmint, in the IP, you said we can opt to can stay on the sloop. Is that still an option?
Also, is the trip to the Cays over land or water? Thanks.
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The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

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Re: Turks and Caicos Islands.

#10 Post by Spearmint »

The Ambergris Cays are a few hard hours rowing away, SW of the harbour. A small map is in the Carib forum to give some general overviews.

Elijah can elect to stay on the ship, though no guarantee anything will happen. ( No guarantees anything will happen on an excursion either) though you'll have more opportunity to adventure if you do opt to join one.

If you want to roll a hard intelligence check, with a success I can tell you more about the Cays in question.

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Re: Turks and Caicos Islands.

#11 Post by Inferno »

Int save: [4d6] = 13 Failed.
Is Perryman staying on the ship?
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: Turks and Caicos Islands.

#12 Post by Spearmint »

The Ambergris Cays are just another small island to you, you have never been there and as far as you know the are uninhabited by humans.

Mr Perryman is overseeing the ship repairs, Butcher Vayne the ships cook/medic dealing with the whale carcass. If you stay on board you might get seconded to aid him.

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Inferno
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Re: Turks and Caicos Islands.

#13 Post by Inferno »

Old Eli will join the waterborne expedition to Ambergris Cays.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: Turks and Caicos Islands.

#14 Post by OGRE MAGE »

Siggard

We'd be glad to have you along Eli! Especially if you want to do the rowing.

I look forward to a little adventure, you never know what we might find out there.


Before setting out, the mage inquires around town as to where on the island he might purchase a live octopus and a large aquarium.

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Re: Turks and Caicos Islands.

#15 Post by Spearmint »

Local fishermen on the jetties might have live squid and octopus for sale, selling them straight from the bucket as freshly caught. These varieties tend to be smaller reef types, perhaps the size of a dinner plate. For something larger, the size of a dog upwards, you might need to hunt in a specific habitat, ( how big do you want?).

Squid is popular, octopus less so but along the front you could pick up 2d6 worth for a few silvers each.

The aquarium is trickier. Maybe once upon a time the merchant villas' might have decorated homes with showcases. Some fishermen keep live bait in barrels or chests, or dragging keepnets behind their boats. A big glass tank might have to be specifically constructed. Put a report or request in to Mr Perryman and he might be able to justify the coinage from the petty cash funds.

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Re: Turks and Caicos Islands.

#16 Post by thesniperknight1 »

Holden stands besides Rico looking very happy because taverns is where he spent most of his life, he looks to Szmodics, "This will be one great day, I can tell, my fingers are yearning to play with the strings of my lute", and gleefully follows Rico
Don't ever tell anybody anything. If you do, you start missing everybody.” ― J.D. Salinger, The Catcher in the Rye

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Inferno
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Re: Turks and Caicos Islands.

#17 Post by Inferno »

Elijah Crowthorn, ancient mariner:
OGRE MAGE wrote:Siggard
We'd be glad to have you along Eli! Especially if you want to do the rowing.
"A strappin' young lad askin' an old man to row? Ye must be an elf."
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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